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How Fast Can a Paintball Gun Shoot, Maximum BPS | Lone Wolf Paintball Michigan
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How Fast Does a Paintball Gun Shoot? – LiveAbout
But how fast are they really moving? The average paintball has a velocity of about 280 fps, or 190 mph, which is far slower than any regular gun …
Source: www.liveabout.com
Date Published: 10/22/2021
View: 8527
Paintball marker – Wikipedia
A paintball marker, also known as a paintball gun, paint gun, or simply marker, is an air gun used in the shooting sport of paintball, and the main piece of …
Source: en.wikipedia.org
Date Published: 7/15/2021
View: 7599
How fast does a paintball travel? – Quora
A typical paintball field requires a marker to be speed tested at a chronograph before being allowed on the field and generally they like to keep players …
Source: www.quora.com
Date Published: 10/17/2022
View: 9926
Does Paintball Hurt?
Paintball guns shoot in Feet Per Second (FPS) and it is how we measure velocity. Safe velocity is between 220 and 280 FPS. Paintball goggles are rated to …
Source: www.bostonpaintball.com
Date Published: 3/10/2022
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How Fast Can a Paintball Gun Shoot, Maximum BPS – YouTube
Tony show how fast a paintball marker can shoot, and it doesn’t go well. See the unedited over at http://www.patreon.com/lonewolfpb.
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Date Published: 11/29/2021
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How Fast Does Paintball Gun Shoot? – 2022 (Updated)
And if you’re here, you do as well. FPS stands for foot per second, and it is used to calculate the speed of a paintball marker. 0.3 meters is the equivalent of …
Source: paintballhive.com
Date Published: 7/3/2022
View: 5525
How Fast Can A Paintball Gun Shoot: How Does It Do It & More
Discover how fast can a paintball gun shoot? Or, rather, how fast do paintballs go? Both in FPS and MPH. And more interesting information!
Source: paintballic.com
Date Published: 9/12/2022
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What FPS Are Paintball Guns? Speed and Accuracy Explained
However, they are often restricted to 280 fps or below for safety reasons, and small indoor fields can go as low as 250 fps. The fastest paintball guns can fire …
Source: hobbystrategy.com
Date Published: 6/27/2022
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How Fast Does A Paintball Travel (MPH/FPS)?
The speed at which paintballs fly during paintball games played at professional, regulated paintball parks and fields is regulated by …
Source: www.paintballhelp.com
Date Published: 3/12/2022
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Fastest A Paintball Gun Can Shoot? 12 Responses For (2022)
ТОP answer How Fast Can a Paintball Gun Shoot, Maximum BPS | Lone Wolf Paintball Michigan – … … MORE.
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Date Published: 7/14/2022
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How Many MPH Does a Paintball Gun Shoot?
As they whiz around the field, paintballs appear to be traveling as fast as bullets. But how fast are they really moving? The average paintball has a speed of around 280 fps or 190 mph, which is much slower than any regular gun.
How fast does a paintball marker shoot?
The speed of a paintball is measured in feet per second (fps) due to the short range of the markings. Most weapons are measured in fps. The average paintball marker can shoot 300fps or a little under. Most paintball fields require a maximum of 280 fps for safety reasons.
With an effective range of 80-100 feet for the average 280fps marker, a paintball can reach its target in about a third of a second.
A chronograph test is used to measure the speed of a paintball gun and it is a very simple process. A pitch owner may ask you to “chronoize” your personal marker before a game to make sure you’re not shooting out of its safe range.
What is that in miles per hour?
Generally speaking, a paintball travels about 200 miles per hour (mph). Converting fps to mph is easy.
1 fps = 0.68km/h
MPH = FPS x 0.68
If you prefer the metric system:
1 fps = 1.0973 kilometers per hour (km/h)
KPH = FPS x 1.0973
Paintball marker
Air gun used in paintball shooting sport
A paintball marker and associated equipment, including ammunition and a protective mask
A paintball marker, also known as a paintball gun, paint gun or simply a marker, is an air pistol used in the sport of paintball shooting and is the main piece of paintball equipment. Paintball markers use compressed gas such as carbon dioxide (CO 2 ) or compressed air (HPA) to propel dye-filled gelcaps called paintballs down the barrel and quickly hit a target. The term “marker” derives from its original use as a tool for forest workers to mark trees and ranchers to mark migratory cattle.
Paintball marker muzzle velocity is approximately 90 m/s (300 ft/s); Most paintball fields limit speed to 280-300 ft/s,[3] and small infields can further limit it to 250 ft/s.[4] Although higher muzzle velocity is possible, it has been determined to be unsafe for use on most commercial paintball fields.[5]
Most paintball markers can be broken down into four main components: body, loader, barrel, and air tank.
Marker types [ edit ]
Paintball markers fall into two main categories in terms of mechanism – mechanical and electro-pneumatic.
Mechanically operated[edit]
Spyder VS2 Paintball Marker
Mechanically operated paintball markers work solely by mechanical means and as such do not use electro-pneumatic solenoids controlled by an electronic circuit board to fire.
There are five main methods of mechanical operation:
Pump or Bolt Action: The mechanism of the marker must be manually reset between each shot, similar to pump-action shotguns and bolt-action rifles. Markings of this type are the oldest used in sports, as the very first game of paintball was played with the Nelspot bolt-action pistol. There are two main patterns of internals that most pump and bolt action markers are based on:
Sheridan Valve: Named for the Sheridan series of markers that first used this design, markers that use this mechanism have the bolt that loads the paintball in a separate tube from the hammer and valve. To cock the mechanism, the bolt is pulled backwards, opening the breech and loading a paintball. This also pulls the hammer backwards against the mainspring, which is then restrained by a sear connected to the trigger. The bolt is then pushed forward, loading the paintball into the barrel and readying the marker to fire. Pulling the trigger releases the hammer, which is propelled forward by the mainspring, striking the valve pin and opening the valve, allowing compressed gas to flow from the valve chamber into the barrel chamber, propelling the loaded paintball forward and out of the barrel . The valve spring then closes the valve with the hammer still resting on the valve pin, after which this cycle must be repeated to fire another paintball. Notable examples of markers that work this way include the Sheridan K2, Worr Games Products Sniper, and Chipley Custom Machine S6.
Nelson Valve: Named for the Nelson Paint Company whose marker, the Nelspot 007, first used this mechanism. In such markers, the bolt, hammer and valve are all in the same tube. To cock the mechanism, the bolt is pulled back against the mainspring to allow a paintball to fall into the breach. At this point, the Sear locks the hammer to the bolt with the compressed mainspring in between. The bolt and attached hammer are then pushed forward to close the gap and load the paintball into the barrel, at which point the sear can be actuated by the trigger and the marker is ready to fire. Pulling the trigger disengages the trigger from the bolt, allowing the mainspring to propel the hammer backwards onto the drive tube, opening the valve and allowing compressed gases to flow from the valve chamber to the barrel through the drive tube and bolt, which releases the loaded paintball drive forward. The valve is then closed by the valve spring and the marker is ready to be re-cocked for the next shot. Notable examples of markers using this mechanism include Nelson Nelspot 007, CCI Phantom, and Redux.
Sterling “Hybrid” Valve: A variation or hybrid of these two modes of operation was used in the Arrow Precision Sterling design, where the bolt is in a separate tube, like a Sheridan-valved marker, similar to the hammer on a carrier like the bolt in a Nelson valve design, and when released meets a Sheridan style pin valve. There is considerable debate as to what type of operations the Sterling employs, with some considering it a hybrid of the two main designs and others simply considering it a stacked tube Nelson.
Double Action: The marker’s trigger mechanism fires and resets the firing mechanism, similar to a double-action revolver. Examples are the Line SI Advantage, the NSG Splatmaster Rapide and the Brass Eagle Barracuda.
Throwback Semi-Auto: The marker’s mechanism is timed using gases released through the valve, which resets the firing mechanism between each shot, much like how some semi-automatic rifles such as the AK-47 work. The internals of recoil-operated markers can either be in-line, with the bolt, valve and hammer all aligned along the same axis, as in the Tippman 98, or a stacked tube with the bolt in a separate tube from the hammer and valve, such as the Tippman 98 King Man Spider.
Blow Forward Semi-Auto: The marker’s firing mechanism uses the gases stored in the valve to rotate the bolt and fire the paintball, after which a spring resets the mechanism for the next shot. Notable examples include the Air-Gun Designs Auto-Mag, Tippmann X-7 Phenom, and the Tiberius Arms T8.
Pneumatically Operated Semi-Automatic: A low-pressure pneumatic piston, controlled by a four-way valve connected to the trigger, resets the firing mechanism between shots and can be viewed as a semi-automatic conversion of markers that would otherwise be a pump or bolt action. Notable examples include the WGP Autococker, Palmer’s Pursuit Shop Blazer, and Typhoon.
Electro-pneumatically operated[ edit ]
With electromagnetic designs, the trigger, rather than being mechanically linked to the marker’s action, simply activates an electronic microswitch (or, more recently, a magnetic or optical sensor). This information is passed through a control circuit to a computer controlled solenoid valve that can open and close very quickly and precisely, allowing gas to flow in or out of different pressure chambers in the marker to move the bolt and fire the paintball. This separation of the trigger from the action allows electronic trigger pulls to be very short and very light (similar to a mouse click; the mechanisms are virtually identical), dramatically increasing the rate of fire over a fully mechanical design. Solenoid controlled gas valve designs also allow for reduced weight of internal parts, both reducing overall weight and reducing the time it takes for the marker to fire a single paintball.
Each industry prefers a different aesthetic and appreciates different aspects of marker design. [citation required]
Marker body[ edit ]
A player using a Spyder paintball marker
Most of the marker’s functionality and aesthetic features are contained in its body, which contains the main components of the firing mechanism: the trigger frame, bolt and valve. Most paintball marker bodies are machined from aluminum to reduce the weight of the marker and feature custom milling and color anodizing.
External theme[ edit ]
The biggest visual and ergonomic difference in marker bodies is in the trigger and barrel positions. Designers of expensive models attempt to position the trigger frame on speedball-oriented markers forward toward center or slightly forward of centerline. This allows the HPA tank to be mounted in a position that allows for compactness and balance without the need for additional modifications that allow the tank to drop down and forward. Such aftermarket “drop forward” can create a larger pistol profile, which can lead to eliminations due to hopper hits. Users often modify cheaper markers to allow a similar mode of operation, albeit at the sacrifice of a low profile. Although this is not important in games where equipment hits are not counted, in most games, including woodsball games, hopper hits are counted as eliminations. Some markers mount the barrel further back in the gun body to maintain a compact design, sacrificing the location of the trigger at the front of the marker body. The whole paintball gun body should be cleaned properly for better response
To a lesser extent, paintball markers are also categorized based on what style of paintball they are intended to be used in – sports paintball like speedball and stock class paintball, or military simulation games like woodsball.
Trigger frame[edit]
Triggers are the player’s primary means of interacting with the marker. The force required to fire the marker, as well as the distance the trigger travels before it is triggered, known as the throw, has a marked impact on the player’s ability to achieve high rates of fire. Many markers, particularly higher-priced markers, use electronic trigger frames with a variety of detection methods, including microswitches, Hall Effect sensors, or infrared break beam switches. These triggers have short throws and allow for a high rate of fire. Non-electronic markers sometimes use carefully tuned pneumatics to achieve an easy and short trigger pull.
The trigger frame on non-electronic mechanical markers simply uses a series of springs and levers to drop a sear that propels the hammer forward in the body. In electronic markers, the trigger frame houses the electronics that control the solenoid, as well as functions such as ball detection systems. Upgraded circuit boards with improved functions are available.
Bolt and valve assembly[edit]
The bolt and valve assembly is the mechanism that fires the marker. The valve is a mechanical switch that controls whether the marker fires or not. The bolt directs airflow and controls entry of paintballs into the chamber. The bolt and valve may be separate components, as with many rebound and poppet valve based electromagnetic markers. Alternatively, the valve may be built into the stud, as in spool valve type electromagnetic markers.
A typical paintball gun in a state of complete disassembly (except for the trigger functions).
Most modern markers have an open screw design. When the marker is at rest, the bolt is in the “rear” position, and the firing chamber is exposed to the stack of paintballs fed by the loader. Some markers have closed bolt designs; in the rest position, the bolt and paintball to be fired are forward and the feed chute is closed off from the chamber. Closed bolt markers were thought to be more accurate because there is no reciprocating mass when the marker is fired. However, tests have shown that the position of the bolt has little effect on a marker’s accuracy.[8]
Bolt and valve in mechanical markers[ edit ]
Most mechanical markers use a simple recoil design using a poppet valve (also known as a “pin valve”) that opens when struck by a compressive force provided in the form of a spring-powered hammer. This type of marker generally uses a “stacked tube” design, where the valve and hammer are in the down tube, while the bolt that connects to the hammer is in the up tube.
When the hammer is pulled backwards, the internal spring compresses and exerts exponential pressure against the hammer’s continued backward movement. When the hammer and spring mechanism reaches the other end of its rearward travel range, it is caught and arrested by a metal catch known as a sear. The sear holds the hammer in place, allowing the kinetic energy of the bolt’s forward motion to be released when the sear is depressed. When the trigger is pulled, the sear is depressed and allows the hammer to be propelled forward by the spring. The hammer collides with the valve, releasing gas from the external pressure tank into the internal bolt chamber. The ensuing burst of gas erupts from the front end of the bolt, propelling the paintball down the barrel. The remainder of the gas pushes backwards on the hammer, pushing both it and the bolt backwards until the mechanism is once again caught on the sear. Once caught, the hammer is ready to repeat the recoil process. In cases where the pressure from the reservoir drops below the minimum required to complete the cycle of action, the marker can quickly “run away” without the need for additional trigger moves.
Poppet valves are easy to replace and require little maintenance. However, the disadvantage of this design is its high operating pressure, which results in greater recoil and lower accuracy. [citation needed] Some markers have a separate firing and recoil sequence that reduces recoil caused by cycling the hammer. [citation needed] Marks with a hammer have an ignition delay compared to a full electropneumatic. [citation required]
Some markers are a mix of mechanical and electronic features. In these markers, the hammer and spring continue to activate the valve, but the hammer is released by a solenoid in an electronic trigger frame.
Bolt and valve in electropneumatic markers
Instead of the spring and hammer used to operate the valve and time the bolt assembly in mechanical markers, electro-pneumatic markers use the diversion of air to various locations in the marker. This diversion is controlled by a solenoid activated by the trigger. The two types of pin and valve mechanisms in electro-pneumatic markers are the poppet valve and the spool valve.
Electro-pneumatic markers based on poppet valves are very similar to mechanical blowback markers. These have a stack tube design built around a poppet valve that opens when struck by a force. While mechanical markers generate this force with a hammer powered by a spring, in poppet valve markers the valve is activated by a pneumatic plunger. The bolt is connected to the ram. Poppet valve markers have several disadvantages compared to spool valves: external moving parts, higher pressure required to seal the poppet, a reciprocating mass, and a louder firing signature. However, they are also generally more gas efficient than spool valve models because the poppet valve opens quickly, allowing air to bleed into the combustion chamber faster. Examples of markers using this mechanism are WDP Angel, Planet Eclipse Ego, Bob Long Intimidator, and Bushmaster.[9]
In spool-valve based electro-pneumatic markers, the bolt also acts as a valve. This eliminates the need for a stacked tube construction; Gate valve markers have a more compact profile. Instead of a cyclical hammer or tappet striking a needle valve, the movement of the bolt is controlled by directing air into small chambers in front of or behind the bolt. An air reservoir behind the bolt contains the air intended to fire the paintball. When the marker is at rest, air is directed to the front of the bolt to prevent the air in the reservoir from escaping. In an “unbalanced spool-valve” design, pulling the trigger bleeds this air out of the marker, allowing the air in the reservoir to push the bolt forward. In a “balanced spool valve” design, the air in the reservoir cannot force the bolt to open. Instead, air is diverted from the front of the bolt into a small chamber behind the bolt, separate from the reservoir, which then pushes the bolt forward. In either case, forward movement of the bolt exposes pathways in the bolt or marker that allow air in the reservoir behind the bolt to flow forward and fire the paintball. Thereafter, airflow is restored to the front of the bolt, forcing the bolt back to its rest position.
A typical spool valve has at least one O-ring that undergoes a shear and compression cycle with each shot, resulting in faster wear and less reliability. Additionally, smaller valve openings and longer opening times make them less gas efficient than their poppet valve counterparts. Because spool valve markers have reduced reciprocating mass and can operate at lower pressures, they have less recoil and a reduced noise signature. Examples of markers using this mechanism are Dye Matrix, Smart Parts Shocker, Smart Parts Ion and MacDev Clone.[10]
Bolt and valving system tuning[ edit ]
With mechanical and poppet-based electro-pneumatic markers, the valve is usually designed to accommodate a specific working pressure. Low pressure valves provide quieter operation and increased gas efficiency when properly adjusted. However, excessively low pressure can reduce gas efficiency just as dramatically as excessively high pressure.
Also, the valve must be adjusted to release enough air to fire the paintball. If the valve is not properly adjusted, not enough air to fire the paintball can reach the bolt. This phenomenon, known as “shoot-down,” causes fired paintballs to gradually lose range and can also occur at high rates of fire. Some markers have built-in or external chambers, called low-pressure chambers, that hold a large volume of gas behind the valve to prevent gunning down.
The tuning can also prevent air from blowing into the feed tube when shooting, which interferes with the feed of paintballs into the marker.
loader [ edit ]
Loaders, commonly known as hoppers, hold paintballs for the marker to fire. The main types are gravity feed, agitation and forced feed. Stick feeds are also used to hold paintballs, although they are not considered “hoppers”.
While agitation and forced-feed hoppers allow for a higher rate of fire, they are subject to battery failure as well as degradation when exposed to moisture. Such hoppers, not equipped with photoreceptors, are prone to ball breakage problems. If a paintball leaks paint into the hopper from a break in the hopper, the paintballs’ gelatin casings can deteriorate, causing them to stick together and jam in the barrel.
Stick feed[ edit ]
Stick feeds are primarily used for pump and stock class markers. They consist of simple tubes that hold between ten and twenty paintballs. Bar feeds are usually parallel to the barrel; The player must tilt the marker to load the next paintball. Some stick feedings are vertical or tilted to facilitate gravity feeding, although this is against accepted stock class guidelines.
Gravity Feed[ edit ]
Gravity feed is the simplest and cheapest type of hopper available. Flow feed hoppers consist of a large container and a feed tube molded into the bottom. Paintballs roll down the sloping sides, through the tube and into the marker. These hoppers have a maximum velocity of 11.6 balls per second [citation needed]. Gravity Feed Hoppers are very cheap as they only consist of a bowl and lid, but can easily jam if paintballs collect over the tube. Occasional rocking of the marker (and hopper) can prevent the paintballs from getting stuck in the hopper.
This problem is exacerbated when an all-electronic marker is used. Most mechanical markers use a recoil recocking system or other methods involving a large reciprocating mass. This will gently shake the balls in the hopper, making gravity feed easier. A marker with both electronically controlled cocking and firing must not exhibit any wobbling during operation. As a result, small packs in the hopper are not broken open and feeding problems arise.
There are also loaders that resemble military sights that mimic an ACOG or Red Dot sight with a capacity of 20 paintballs at 10 balls per second. Typically used in Milsim or low-capacity (ex.: each player can use a maximum of 50 paintballs) event.
stir [ edit ]
Stir hoppers use a propeller that spins inside the hopper to move the paintballs. This prevents them from getting stuck on the neck of the feed, which allows them to eat faster than gravity feed. Older tournament-level hoppers are stir-type because the higher rate of fire requires a reliable hopper.
There are two types of stirring funnels: those with sensors – called “eyes” – and those without. The eyes consist of an LED (Light Emitting Diode) and a photodetector, typically a phototransistor or photodiode, in the throat or tube of the funnel to detect the presence of a ball. In a hopper, the eyes detect when a ball is missing, causing it to spin. Stirring hoppers without eyes will quickly drain batteries and can bend or dent paintballs, resulting in a short, less air-efficient, slanted shot. Eyed stirring funnels only rotate when there is no ball present, preventing damage and extending battery life.
A third type of agitation hopper, the Cyclone Feed System manufactured by Tippmann, diverts gas to agitate the feed mechanism. It does not require batteries to operate.
Force feed hoppers use an impeller to capture and force paintballs into the marker. The impeller is either spring loaded or driven by a belt system, allowing it to maintain constant pressure on the stack of paintballs in the feed tube. This allows forced feed hoppers to feed paintballs at speeds in excess of 50 balls per second since the mechanism does not rely on gravity. Force-feed hoppers are the dominant type used in tournaments, as they are the only type of loader capable of sustaining the high rate of fire of electro-pneumatic markers.
Some markers use force-fed loaders shaped as firearm magazines. These are preferred when a low profile is required, as in woodsball sniper positions. Even more unusual are fully contained magazines that contain both a propellant source and force-fed paintballs.
The latest breed of force-feed hoppers communicate wirelessly with the marker’s electronics via radio frequency. This allows the hopper to begin feeding paintballs before the marker’s pneumatic system has started the next shot. This system almost completely eliminates misfeeds and can increase loader speed and battery life since the loader is only operational when the marker is preparing to fire.
Propulsion system[ edit ]
2 Tank A CO tank
The tank contains compressed gas that propels the paintballs through the marker barrel. The tank is usually filled with carbon dioxide or compressed air. High pressure air (HPA) is also known as “nitrogen” because air is 78% nitrogen or because these systems can be filled with industrial grade nitrogen. Due to the instabilities of carbon dioxide, HPA tanks are required for constant velocity. Other methods of propulsion include burning small amounts of propane or electromechanically operated spring-piston combinations similar to those used in an airsoft gun.
Carbon dioxide [ edit ]
Carbon dioxide (CO 2 ) is a propellant used in paintball, particularly in inexpensive markers. It is usually available in a 12 gram powerlet, which is mainly used in standard paintball and in paintball guns or a tank. The capacity of a carbon dioxide tank is measured in ounces of liquid and it is filled with liquid CO 2 , at room temperature the vapor pressure is about 5,500 kilopascals (800 psi).
The CO 2 liquid must be vaporized into a gas before it can be used. This causes problems such as B. an inconsistent speed. Cold weather can cause problems with this system as it reduces vapor pressure and increases the likelihood of LPG being drawn into the marker. The low temperature liquid can damage the internal mechanisms. Anti-siphon tanks have a tube inside the barrel that is bent to prevent liquid carbon dioxide from being drawn into the gun.
On the other hand, some paint guns were designed with special valves to operate with liquid CO 2 , including some early Tippmann models and Montneel’s Mega-Z—solving the problem caused by phase changes.[11] Siphon equipped CO 2 tanks are easily identified by the rattling sound their weight makes when the tank is tipped.
After many years of use, carbon dioxide has been almost universally replaced by high-pressure air systems (see below).
high pressure air [ edit ]
High pressure air, compressed air or nitrogen, is stored in the tank at very high pressure, typically 21,000-31,000 kPa (3,000-4,500 psi). The output is controlled with an attached regulator that regulates the pressure between 1,700 kPa (250 psi) and 5,900 kPa (860 psi) depending on the tank type. The benefit of using regulated HPA over carbon dioxide (CO 2 ) is pressure constancy and temperature stability, where CO 2 responds to temperature changes, causing inaccuracies and freezing under heavy use. The most popular tank size is 1,100 cubic centimeters (67 cu in) at 31,000 kPa (4,500 psi) and delivers 800–1100 shots.
HPA tanks are more expensive because they have to withstand very high pressures. They are manufactured as steel, aluminum or wrapped carbon fiber tanks, the latter being the most expensive and lightest. Most players with electronic markers use HPA because using CO 2 can damage the marker’s electronic solenoid valve if liquid CO 2 enters.
Users are cautioned not to put any type of lubricant into the “filling nipple” port of an HPA tank, as petroleum can burn when exposed to highly compressed air, causing an explosion as in a diesel engine.
propane [ edit ]
A much rarer propellant is propane, which is only found in the Tippmann C3. Rather than simply releasing gas like high pressure air and CO 2 markers, the propane is ignited in a combustion chamber, increasing the pressure and opening a valve that allows the expanding gas to power the paintball. There are a number of benefits, mainly shots per tank ranging from 30,000 to 50,000 shots (depending on the size of the tank) as opposed to the typical 1000 to 2000 shots that are standard with high pressure air or CO 2 tanks. Another advantage is availability, as propane is readily available in many stores, while CO 2 and high pressure air are most commonly filled from compressors or pre-filled tanks, which is less common. It can also be considered safer since a typical high pressure air tank holds air at 21,000–31,000 kPa (3,000–4,500 psi) and a CO 2 tank at 5,500 kPa (800 psi), but propane is stored at 2,100 kPa (300 psi) .
Propan erzeugt jedoch Wärme, die (bei längerem Brennen mit hohen Feuerraten) bei unsachgemäßer Handhabung Verbrennungen verursachen kann. Es kann auch brandgefährlich sein: Die Tippmann C3 stößt beim Schießen kleine Flammenmengen aus den Öffnungen in der Brennkammer und aus dem Lauf aus. Wenn ein Markierer durch unsachgemäße Wartung ein Leck entwickelt, kann dies einen Brand verursachen.
Gasregulierung [ bearbeiten ]
Markersysteme haben eine Vielzahl von Reglerkonfigurationen, die von völlig ungeregelten bis hin zu High-End-Systemen mit vier Reglern reichen, einige davon mit mehreren Stufen.
Das Reglersystem beeinflusst sowohl die Genauigkeit als auch die Schussgeschwindigkeit. Kohlendioxidregler müssen auch verhindern, dass Flüssiggas in den Markierer eintritt und sich ausdehnt, was einen gefährlichen Geschwindigkeitsanstieg verursacht. Regler, die mit Kohlendioxid verwendet werden, opfern oft Durchsatz und Genauigkeit, um sicherzustellen, dass der Markierer sicher arbeitet. Reine HPA-Regler haben in der Regel einen extrem hohen Durchsatz und sind so konzipiert, dass sie einen gleichmäßigen Druck zwischen den Schüssen gewährleisten, um die Genauigkeit der Markierung bei hohen Feuerraten sicherzustellen.
Turniermarkierer sind normalerweise mit zwei Reglern und einem weiteren am Tank ausgestattet, von denen jeder eine bestimmte Funktion hat. Der Tankregler verringert den Luftdruck von 21.000–31.000 kPa (3.000–4.500 psi) auf 4.100–5.500 kPa (590–800 psi). Ein zweiter Regler wird verwendet, um diesen Druck weiter auf nahezu den Zünddruck zu reduzieren. Diese Reduzierung ermöglicht eine größere Konsistenz. Die Luft wird dann einem Regler am Markiererkörper zugeführt, wo der endgültige Ausgangsdruck ausgewählt wird. Dieser kann zwischen 5.500 kPa (800 psi) für völlig ungeregelte Kohlendioxid-Marker bis etwa 1.000 kPa (150 psi) für extrem niedrige Druckmarker liegen. Nachdem der Schussdruck festgelegt wurde, verwenden turnierorientierte Markierer einen anderen Regler, um ein separates pneumatisches System mit Gas zu versorgen und andere Funktionen wie die Bolzenbewegung mit Strom zu versorgen. Dies ist ein Regler mit extrem geringem Volumen und extrem niedrigem Druck, normalerweise unter 690 kPa (100 psi).
Fässer [ bearbeiten ]
Der Lauf des Markierers lenkt den Paintball und steuert die Freisetzung der Gastasche dahinter. Es werden mehrere verschiedene Bohrungsgrößen hergestellt, um zu verschiedenen Größen von Paintball zu passen, und es gibt viele Längen und Stile. Die meisten modernen Paintball-Marker haben Läufe, die in den vorderen Empfänger geschraubt werden. Ältere Typen schieben den Lauf auf und schrauben ihn fest. Das Laufgewinde muss auf das des Markierers abgestimmt sein. Gemeinsame Themen sind: Angel, Autococker, Impulse/Ion, Shocker, Spyder, A-5 und 98 Custom.
Fässer werden in drei Grundkonfigurationen hergestellt: einteilig, zweiteilig und dreiteilig. Ein Lauf mit austauschbaren Bohrungen, entweder zwei- oder dreiteilig, wird als Laufsystem bezeichnet und nicht als zweiteiliger oder dreiteiliger Lauf. Dies verhindert Verwirrung, da viele zweiteilige Laufsysteme kein austauschbares Laufsystem verwenden.
Einteilige Fässer werden aus einem einzigen Stück Material gefertigt, normalerweise Aluminium, aber Edelstahl war in der Vergangenheit beliebt. Paintballs können vom Kaliber .50 bis .695 (12,70–17,65 mm) reichen, und die Fässer werden so hergestellt, dass sie diesen Durchmessern entsprechen. Einige einteilige Läufe haben eine gestufte Bohrung, die nach 200 mm (8 Zoll) von ihrer Nennbohrungsgröße auf etwa 0,70 Kaliber (17,78 mm) ansteigt. Einteilige Läufe sind im Allgemeinen billiger in der Herstellung und daher im Kauf, aber wenn eine andere Bohrungsgröße gewünscht wird (für eine bessere Anpassung an die Größe einer bestimmten Marke oder Charge von Paintballs), ist ein völlig neuer Lauf erforderlich. Durch die Verwendung eines einzigen Materials für den gesamten Lauf können Nachteile bestimmter Materialien wie Haltbarkeit (Aluminium) oder Gewicht (Edelstahl) nicht ausgeglichen werden.
Zweiteilige Fässer bestehen aus Vorder- und Rückseite. Die Rückseite wird an der Markierung befestigt und mit einer bestimmten Bohrung zwischen Kaliber .682 und .695 (17,32–17,65 mm) bearbeitet. Die Vorderseite macht den Rest der Länge aus und enthält die Portierung. Fronten haben in der Regel eine größere Bohrung als die Rückseite. Das Design eines zweiteiligen Laufs ermöglicht die Verwendung von mehr als einer Rückseite mit einer Vorderseite, um die effektive Bohrungsgröße des Laufs zu ändern, ohne den gesamten Lauf zu wechseln. Es ermöglicht auch, dass die Rückseite aus einem anderen Material oder einer anderen Farbe als die Vorderseite besteht, was ästhetische und leistungsbezogene Anpassungen ermöglicht.
Dreiteilige Fässer haben einen einzigen Rücken. In die Rückseite wird eine Reihe von Einsätzen oder Hülsen mit unterschiedlichen Bohrungen eingesetzt. Die Vorderseite ist befestigt, um den Ärmel an Ort und Stelle zu halten. Sleeves are generally offered in either aluminium or stainless steel. Aluminium sleeves are light but can be dented or scratched easily; stainless steel versions are more resilient but carry a weight penalty. The user needs only one set of sleeves and a back for each marker. Front sections, which adjust the length of the barrel, can be interchanged. This type offers the widest selection of barrel diameters, usually .680 (17.27), .681 (17.30), .682 (17.32), .683 (17.35), and up to .696 caliber (17.68 mm).
Length [ edit ]
Typical barrels are between 76 mm (3.0 in) and 530 mm (21 in) long, although custom barrels may be up to 910 mm (36 in) long. Longer barrels are usually quieter than shorter barrels, allowing excess gas to escape slowly. Players usually choose a barrel length between 300 mm (12 in) and 410 mm (16 in), as a compromise between accuracy, range, and portability. Many players favor longer barrels as they permit them to push aside the large inflatable bunkers commonly used in paintball tournaments while still staying behind cover.
Most barrels are ported or vented, which means that holes are drilled into the front of the barrel allowing the propellant to dissipate slowly, making the marker quieter. Porting in the first 200 mm (7.9 in) of the barrel length decreases a marker’s gas efficiency. For example, if a 410-millimetre (16 in) barrel has large porting that starts 150 mm (5.9 in) past the threads, the ball must travel the other 250 millimetres (9.8 in) largely on its own momentum, losing speed (due to friction) rather than gaining more speed from continued air pressure. Compensating for that requires a larger burst of gas, decreasing efficiency. Porting too early can also dramatically increase noise, as the gas is still under a significant amount of pressure.
Bore [ edit ]
The bore is the interior diameter of the barrel. The bore must properly match the type of paint being fired, the most critical aspect of a barrel. A mismatched selection will result in velocity variations, which causes difficulty in maintaining a close match to field velocity limits and in extreme cases it can affect accuracy. Two and three-piece barrels let the barrel bore be matched to the paint diameter without needing new barrels. Correct matching is especially important in closed-bolt markers that lack ball detents because the ball will roll down, and potentially out of, the barrel. This results in either a dry fire in the event that the ball fell out of the barrel, or a lower velocity shot.
It has been proven that matching bore to paintball size is less efficient. Underboring (barrel is bored smaller than paint diameter) results in good shot consistency and efficiency. Overboring (barrel is bored bigger than paint diameter) results in good shot consistency but worse efficiency. Paint to barrel matching results in no increase in shot consistency or efficiency.[12]
Firing and trigger modes [ edit ]
Since the advent of semi-automatic markers in the early 1990s, both insurance and competitive rules have specified that markers must be semi-automatic only; only one paintball may be fired per trigger pull. While this was a perfectly clear definition when markers were all based on mechanical and pneumatic designs, the introduction of electronically controlled markers in the late 1990s meant that technology had allowed for easy circumvention of this rule. Electronic markers are often controlled by a programmable microcontroller, on which any software might be installed. For example, software may allow the marker to fire more than once per trigger pull, called shot ramping.
Velocity ramping is an electronic firing mode where a consistent, fully automatic firing rate will be triggered as long as the player maintains a low rate of trigger pulls per second.
Pump action [ edit ]
Pump action markers must be manually re-cocked after every shot, much like a pump action shotgun.
Some pump action paintball markers such as the Sterling and many Nelson-based markers like the PMI Tracer and CCI Phantom offer slam-fire action, also known as an auto-trigger, which occurs when the trigger is squeezed and the marker fires with every ensuing recocking of the marker via the pump.[13]
A paintball marker that reloads itself with the next load from the magazine after one shot is called semi-automatic. Semi-automatic markers use a variety of designs to automatically cycle a bolt and load a new paintball into the chamber with each trigger pull. This frees the player from manually pumping the marker, allowing him or her to increase the rate-of-fire. Semi-automatic markers may have a mechanical trigger or an electronic trigger frames. An electronic trigger frame typically has a lighter trigger pull and less space between the trigger and the pressure point, allowing the player to shoot at higher rates of fire. Such frames are commonly available as upgrades to fully mechanical markers, or are integrated into the design of electropneumatic markers.
With the popularity of electronic trigger frames allowing players with such frames to achieve very high rates of fire, tournament leagues began placing limits on the maximum rate of fire of electronic markers used in their events. Manufacturers also often place their own limit on the maximum rate of fire the marker will support, to ensure reliable cycling. Such limits are called caps; tournament caps generally range from 12 to 15 balls per second, while mechanical caps vary according to the design of the marker and the firmware used. If such a cap is enforced, the marker will prevent a ball being fired less than a certain time after the last one, the time delay resulting in the desired maximum rate of fire. A trigger pull occurring before this time has elapsed will be “queued”, and the marker will fire again after the delay, but most markers will limit the number of shots that can be “queued” to avoid the marker firing a number of shots after the trigger was last pulled, a so-called “runaway marker”.
Fully automatic [ edit ]
Fully automatic markers fire continually when the trigger is pressed. The Tippmann SMG 60 was the first fully automatic paintball marker. Most electropneumatic paintball guns feature this mode. The fully automatic mode can be added to any electropneumatic marker by installing a customized logic board, or buying a completely new electronic trigger frame.
Similarly, markers can be equipped with burst modes. Ranging from between three and nine shot bursts, these modes allow the player to take accurate shots with a quick pull of the trigger, using more than one ball to increase their chances of hitting the target. In burst mode, the rate of fire can equal that of the fully automatic mode, which is useful in close range situations.
Ramping [ edit ]
Ramping is a feature in some electronic markers that automatically changes the mode of fire from semi-automatic to fully automatic under certain conditions;[14] normally upon a certain number of rapid shots being fired or a minimum rate of fire achieved and sustained. Ramping can be difficult to detect because ramping modes may be inconsistently used. Ramping modes can further be hidden in the software, ensuring that a marker will fire in a legal, semi-auto mode when being tested, but an illegal ramping mode may be engaged by the player under certain conditions.
Some leagues allow a specific ramping mode to prevent problems with enforcement, and to provide a more level playing field with regard to technical skill and marker quality (and price). The rule specifies a minimum time between shots resulting in a maximum rate of fire, and that a certain number of semi-automatic shots must be fired before ramping may engage. With players consistently using a standard ramping mode, players using a different mode are more easily detected.
The rate of fire is enforced by a “PACT” timer, a standard firearms timing device that measures the time between shots. The following are common league-specific ramping modes, preset in the marker’s firmware:
PSP Ramping – Ramping begins after 3 shots; the player must maintain at least one pull per second to achieve/maintain ramping. The marker may then fire up to (and no more than) three balls per trigger pull in a “burst” fashion. Rate of fire cannot exceed 12.5 balls per second (as of 2011), even if the player pulls the trigger 5 times per second or faster.
– Ramping begins after 3 shots; the player must maintain at least one pull per second to achieve/maintain ramping. The marker may then fire up to (and no more than) three balls per trigger pull in a “burst” fashion. Rate of fire cannot exceed 12.5 balls per second (as of 2011), even if the player pulls the trigger 5 times per second or faster. NXL Ramping – Ramping begins after three shots; the player needs only to hold down the trigger to maintain fully automatic fire. Rate of fire cannot exceed 15 balls per second. Firing must cease immediately upon the trigger being released.
– Ramping begins after three shots; the player needs only to hold down the trigger to maintain fully automatic fire. Rate of fire cannot exceed 15 balls per second. Firing must cease immediately upon the trigger being released. Millennium Ramping – Ramping begins after six trigger pulls at a minimum rate of 7.5 pulls per second; the player must maintain 7.5 trigger pulls per second to maintain ramping. Rate of fire cannot exceed 10.5 balls per second. When the player ceases to pull the trigger during ramping, no more than one extra ball may be fired after the last pull.
Sicherheit [Bearbeiten]
When paintballs hit an object at high speed they have the potential to cause damage; a paintball colliding with human skin, even protected by cloth, may cause bruising or further tissue damage. However, the damage depends on the paintball’s velocity, distance, its impact angle, whether it breaks, and which part of the body it hits. Because of the potential for serious soft tissue damage, paintball players must wear a quality paintball mask to protect their eyes, mouth, and ears when barrel blocking devices are not preventing paintball markers from firing. A good paintball mask is one which has an anti-fog, dual-pane, scratch less, and UV coated lens. Before making a buying decision, the mask must be checked for its glasses comparability, internal space, and ventilation.
See also[edit]
How fast does a paintball travel?
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